stuff
[carveJwlIkooP6JGAAIwe30JlM.git] / blender_export.py
index 05f2b6ffc833747ef8d2d9b90b2e5a625a940b21..c520e04251dffd45ad2780106f806b082ef47f00 100644 (file)
-import bpy, math
+import bpy, math, gpu
+import cProfile
 from ctypes import *
+from mathutils import *
+from gpu_extras.batch import batch_for_shader
 
-class model(Structure):
-   _pack_ = 1
-   _fields_ = [("identifier",c_uint32),
-               ("vertex_count",c_uint32),
-               ("indice_count",c_uint32),
-               ("layer_count",c_uint32)]
+bl_info = {
+   "name":"Carve exporter",
+   "author": "Harry Godden (hgn)",
+   "version": (0,1),
+   "blender":(3,1,0),
+   "location":"Export",
+   "descriptin":"",
+   "warning":"",
+   "wiki_url":"",
+   "category":"Import/Export",
+}
 
-class sdf_primative(Structure):
+class mdl_vert(Structure):
    _pack_ = 1
-   _fields_ = [("origin",c_float*4),
-               ("info",c_float*4)]
+   _fields_ = [("co",c_float*3),
+               ("norm",c_float*3),
+               ("colour",c_float*4),
+               ("uv",c_float*2)]
 
-class submodel(Structure):
+class mdl_submesh(Structure):
    _pack_ = 1
    _fields_ = [("indice_start",c_uint32),
                ("indice_count",c_uint32),
                ("vertex_start",c_uint32),
                ("vertex_count",c_uint32),
                ("bbx",(c_float*3)*2),
-               ("sdf",sdf_primative),
-               ("sdf_type",c_int32),
-               ("name",c_char*32)]
+               ("material_id",c_uint32)]        # index into the material array
+
+class mdl_material(Structure):
+   _pack_ = 1
+   _fields_ = [("pstr_name",c_uint32)]
 
-class model_vert(Structure):
+class mdl_node(Structure):
    _pack_ = 1
    _fields_ = [("co",c_float*3),
-               ("norm",c_float*3),
-               ("colour",c_float*4),
-               ("uv",c_float*2)]
+               ( "q",c_float*4),
+               ( "s",c_float*3),
+               ("submesh_start",c_uint32),
+               ("submesh_count",c_uint32),
+               ("classtype",c_uint32),
+               ("offset",c_uint32),
+               ("pstr_name",c_uint32)]
+
+class mdl_header(Structure):
+   _pack_ = 1
+   _fields_ = [("identifier",c_uint32),
+               ("version",c_uint32),
+               ("file_length",c_uint32),
+               ("vertex_count",c_uint32),
+               ("vertex_offset",c_uint32),
+
+               ("indice_count",c_uint32),
+               ("indice_offset",c_uint32),
+
+               ("submesh_count",c_uint32),
+               ("submesh_offset",c_uint32),
+
+               ("material_count",c_uint32),
+               ("material_offset",c_uint32),
+
+               ("node_count",c_uint32),
+               ("node_offset",c_uint32),
+
+               ("strings_offset",c_uint32),
+               ("entdata_offset",c_uint32)
+               ]
+
+# Entity types
+# ==========================================
+
+class classtype_gate(Structure):
+   _pack_ = 1
+   _fields_ = [("target",c_uint32),
+               ("dims",c_float*3)]
+
+class classtype_block(Structure):
+   _pack_ = 1
+   _fields_ = [("bbx",(c_float*3)*2)]
 
-def fixed_string(dest,string):
-   return
-   for i in range(len(string)):
-      dest[i] = string[i]
+class classtype_spawn(Structure):
+   _pack_ = 1
+   _fields_ = [("temp",c_uint32)]
+
+class classtype_water(Structure):
+   _pack_ = 1
+   _fields_ = [("temp",c_uint32)]
+
+class classtype_car_path(Structure):
+   _pack_ = 1
+   _fields_ = [("target",c_uint32),
+               ("target1",c_uint32)]
+
+class classtype_instance(Structure):
+   _pack_ = 1
+   _fields_ = [("pstr_file",c_uint32)]
+
+class classtype_capsule(Structure):
+   _pack_ = 1
+   _fields_ = [("height",c_float),
+               ("radius",c_float)]
+
+class classtype_route_node(Structure):
+   _pack_ = 1
+   _fields_ = [("target",c_uint32),
+               ("target1",c_uint32)]
+
+class classtype_route(Structure):
+   _pack_ = 1
+   _fields_ = [("pstr_name",c_uint32),
+               ("id_start",c_uint32),
+               ("colour",c_float*3)]
+
+# Exporter
+# ==============================================================================
 
 def write_model(name):
-   fp = open(F"/home/harry/Documents/carve/models/{name}.mdl", "wb")
-   collection = bpy.data.collections[name]
-   
-   header = model()
+   print( F"Create mode {name}" )
+
+   header = mdl_header()
    header.identifier = 0xABCD0000
+   header.version = 0
    header.vertex_count = 0
    header.indice_count = 0
-   header.layer_count = 0
+   header.submesh_count = 0
+   header.node_count = 0
+   header.material_count = 0
+   header.file_length = 0
+   
+   mesh_cache = {}
+   string_cache = {}
+   material_cache = {}
 
-   layers = []
+   strings_buffer = b''
+   
+   material_buffer = []
+   submesh_buffer = []
    vertex_buffer = []
    indice_buffer = []
+   node_buffer = []
+   entdata_buffer = []
+   entdata_length = 0
+
+   def emplace_string( s ):
+      nonlocal string_cache, strings_buffer
+
+      if s in string_cache:
+         return string_cache[s]
+      
+      string_cache[s] = len( strings_buffer )
+      strings_buffer += (s+'\0').encode('utf-8')
+      return string_cache[s]
+
+   def emplace_material( mat ):
+      nonlocal material_cache, material_buffer
+
+      if mat.name in material_cache:
+         return material_cache[mat.name]
+
+      material_cache[mat.name] = header.material_count
+      dest = mdl_material()
+      dest.pstr_name = emplace_string( mat.name )
+      material_buffer += [dest]
+
+      header.material_count += 1
+      return material_cache[mat.name]
+
+   # Create root or empty node and materials
+   #
+   none_material = c_uint32(69)
+   none_material.name = ""
+   emplace_material( none_material )
+
+   root = mdl_node()
+   root.co[0] = 0
+   root.co[1] = 0
+   root.co[2] = 0
+   root.q[0] = 0
+   root.q[1] = 0
+   root.q[2] = 0
+   root.q[3] = 1
+   root.s[0] = 1
+   root.s[1] = 1
+   root.s[2] = 1
+   root.pstr_name = emplace_string('')
+   root.submesh_start = 0
+   root.submesh_count = 0
+   root.offset = 0
+   root.classtype = 0
+   node_buffer += [root]
+
+   # Do exporting
+   #
+   print( "  assigning ids" )
+   collection = bpy.data.collections[name]
+   
+   header.node_count = 1
+   for obj in collection.all_objects:
+      obj.cv_data.uid = header.node_count
+      header.node_count += 1
+
+   print( "  compiling data" )
+   for obj in collection.all_objects:
+      print( F"  [{obj.cv_data.uid}/{header.node_count-1}] {obj.name}" )
+
+      node = mdl_node()
+      node.co[0] =  obj.location[0]
+      node.co[1] =  obj.location[2]
+      node.co[2] = -obj.location[1]
+      
+      # Convert rotation quat to our space type
+      quat = obj.matrix_world.to_quaternion()
+      node.q[0] =  quat[1]
+      node.q[1] =  quat[3]
+      node.q[2] = -quat[2]
+      node.q[3] =  quat[0]
+      
+      node.s[0] = obj.scale[0]
+      node.s[1] = obj.scale[2]
+      node.s[2] = obj.scale[1]
+      node.pstr_name = emplace_string( obj.name )
+
+      # Process entity data
+      #
+      node.offset = entdata_length
+      classtype = obj.cv_data.classtype
+
+      if classtype == 'k_classtype_gate':
+         node.classtype = 1
+         entdata_length += sizeof( classtype_gate )
+
+         gate = classtype_gate()
+         gate.target = 0
+         if obj.cv_data.target != None:
+            gate.target = obj.cv_data.target.cv_data.uid
+
+         if obj.type == 'MESH':
+            gate.dims[0] = obj.data.cv_data.v0[0]
+            gate.dims[1] = obj.data.cv_data.v0[1]
+            gate.dims[2] = obj.data.cv_data.v0[2]
+         else:
+            gate.dims[0] = obj.cv_data.v0[0]
+            gate.dims[1] = obj.cv_data.v0[1]
+            gate.dims[2] = obj.cv_data.v0[2]
+
+         entdata_buffer += [gate]
+
+      elif classtype == 'k_classtype_block':
+         node.classtype = 2
+         entdata_length += sizeof( classtype_block )
+
+         source = obj.data.cv_data
+
+         block = classtype_block()
+         block.bbx[0][0] =  source.v0[0]
+         block.bbx[0][1] =  source.v0[2]
+         block.bbx[0][2] = -source.v1[1]
+
+         block.bbx[1][0] =  source.v1[0]
+         block.bbx[1][1] =  source.v1[2]
+         block.bbx[1][2] = -source.v0[1]
+         entdata_buffer += [block]
+
+      elif classtype == 'k_classtype_spawn':
+         node.classtype = 3
+
+      elif classtype == 'k_classtype_water':
+         node.classtype = 4
+      elif classtype == 'k_classtype_car_path':
+         node.classtype = 5
+         entdata_length += sizeof( classtype_car_path )
+
+         pn = classtype_car_path()
+         pn.target = 0
+         pn.target1 = 0
+
+         if obj.cv_data.target != None: 
+            pn.target = obj.cv_data.target.cv_data.uid
+         if obj.cv_data.target1 != None: 
+            pn.target1 = obj.cv_data.target1.cv_data.uid
+
+         entdata_buffer += [pn]
+      elif obj.is_instancer:
+         target = obj.instance_collection
+
+         node.classtype = 6
+         entdata_length += sizeof( classtype_instance )
+
+         inst = classtype_instance()
+         inst.pstr_file = emplace_string( F"models/{target.name}.mdl" )
+         entdata_buffer += [inst]
+      elif classtype == 'k_classtype_capsule':
+         node.classtype = 7
+      elif classtype == 'k_classtype_route_node':
+         node.classtype = 8
+         entdata_length += sizeof( classtype_route_node )
+
+         rn = classtype_route_node()
+         if obj.cv_data.target != None: 
+            rn.target = obj.cv_data.target.cv_data.uid
+         if obj.cv_data.target1 != None: 
+            rn.target1 = obj.cv_data.target1.cv_data.uid
+
+         entdata_buffer += [rn]
+      elif classtype == 'k_classtype_route':
+         node.classtype = 9
+         entdata_length += sizeof( classtype_route )
+         r = classtype_route()
+         r.pstr_name = emplace_string("not-implemented")
+         r.colour[0] = obj.cv_data.colour[0]
+         r.colour[1] = obj.cv_data.colour[1]
+         r.colour[2] = obj.cv_data.colour[2]
+
+         if obj.cv_data.target != None: 
+            r.id_start = obj.cv_data.target.cv_data.uid
+
+         entdata_buffer += [r]
+
+      # classtype == 'k_classtype_none':
+      else:
+         node.classtype = 0
+         node.offset = 0
+
+      # Process meshes
+      #
+      node.submesh_start = header.submesh_count
+      node.submesh_count = 0
 
-   for obj in collection.objects:
       if obj.type == 'MESH':
+         default_mat = c_uint32(69)
+         default_mat.name = ""
+         
+         # Dont use the cache if we have modifiers that affect the normals
+         #
+         use_cache = True
+         for mod in obj.modifiers:
+            if mod.type == 'DATA_TRANSFER':
+               use_cache = False
+
+         if use_cache and obj.data.name in mesh_cache:
+            ref = mesh_cache[obj.data.name]
+            node.submesh_start = ref.submesh_start
+            node.submesh_count = ref.submesh_count
+            node_buffer += [node]
+            continue
+
          dgraph = bpy.context.evaluated_depsgraph_get()
          data = obj.evaluated_get(dgraph).data
          data.calc_loop_triangles()
          data.calc_normals_split()
 
-         sm = submodel()
-         sm.indice_start = header.indice_count
-         sm.vertex_start = header.vertex_count
-         sm.vertex_count = len(data.vertices)
-         sm.indice_count = len(data.loop_triangles)*3
-         sm.sdf_type = 0
-         for i in range(3):
-            sm.bbx[0][i] =  999999
-            sm.bbx[1][i] = -999999
-
-         if F"{obj.name}.sdf_cone" in bpy.data.objects:
-            cone = bpy.data.objects[F"{obj.name}.sdf_cone"]
-            sm.sdf.origin[0] =  cone.location[0]
-            sm.sdf.origin[1] =  cone.location[2] + cone.scale[1]*2.0
-            sm.sdf.origin[2] = -cone.location[1]
-            sm.sdf.origin[3] = 0.0
-
-            lo = cone.scale[0]
-            la = cone.scale[1]*2.0
-            lh = math.sqrt(lo*lo+la*la)
-
-            sm.sdf.info[0] = lo
-            sm.sdf.info[1] = la
-            sm.sdf.info[2] = lo/lh
-            sm.sdf.info[3] = la/lh
-
-            sm.sdf_type = 1
-         
-         sm.name = obj.name.encode('utf-8')
-
-         for vert in data.vertices:
-            v = model_vert()
-            v.co[0] = vert.co[0]
-            v.co[1] = vert.co[2]
-            v.co[2] = -vert.co[1]
-            v.colour[0] = 1.0
-            v.colour[1] = 1.0
-            v.colour[2] = 1.0
-            v.colour[3] = 1.0
-            vertex_buffer += [v]
-            
+         mat_list = data.materials if len(data.materials) > 0 else [default_mat]
+         for material_id, mat in enumerate(mat_list):
+            mref = {}
+
+            sm = mdl_submesh()
+            sm.indice_start = header.indice_count
+            sm.vertex_start = header.vertex_count
+            sm.vertex_count = 0
+            sm.indice_count = 0
+            sm.material_id = emplace_material( mat )
+
             for i in range(3):
-               sm.bbx[0][i] = min( sm.bbx[0][i], v.co[i] )
-               sm.bbx[1][i] = max( sm.bbx[1][i], v.co[i] )
-
-         for l in data.loops:
-            pvert = vertex_buffer[l.vertex_index + sm.vertex_start]
-            norm = l.normal
-            pvert.norm[0] = norm[0]
-            pvert.norm[1] = norm[2]
-            pvert.norm[2] = -norm[1]
-
-            #if data.vertex_colors:
-            #   colour = data.vertex_colors.active.data[ l.index ].color
-            #   pvert.colour[0] = colour[0]
-         
-            if data.uv_layers:
-               uv = data.uv_layers.active.data[ l.index ].uv
-               pvert.uv[0] = uv[0]
-               pvert.uv[1] = uv[1]
+               sm.bbx[0][i] =  999999
+               sm.bbx[1][i] = -999999
+
+            boffa = {}
+
+            # Write the vertex / indice data
+            #
+            for tri_index, tri in enumerate(data.loop_triangles):
+               if tri.material_index != material_id:
+                  continue
+
+               for j in range(3):
+                  vert = data.vertices[tri.vertices[j]]
+                  li = tri.loops[j]
+
+                  co = vert.co
+                  norm = data.loops[li].normal
+                  uv = (0,0)
+                  colour = (1,1,1,1)
+                  if data.uv_layers:
+                     uv = data.uv_layers.active.data[li].uv
+                  if data.vertex_colors:
+                     colour = data.vertex_colors.active.data[li].color
+
+                  TOLERENCE = 4
+                  m = float(10**TOLERENCE)
+
+                  key = (int(co[0]*m+0.5),\
+                         int(co[1]*m+0.5),\
+                         int(co[2]*m+0.5),\
+                         int(norm[0]*m+0.5),\
+                         int(norm[1]*m+0.5),\
+                         int(norm[2]*m+0.5),\
+                         int(uv[0]*m+0.5),\
+                         int(uv[1]*m+0.5),\
+                         int(colour[0]*m+0.5),\
+                         int(colour[1]*m+0.5),\
+                         int(colour[2]*m+0.5),\
+                         int(colour[3]*m+0.5))
+
+                  if key in boffa:
+                     indice_buffer += [boffa[key]]
+                  else:
+                     index = c_uint32(sm.vertex_count)
+                     sm.vertex_count += 1
+                     
+                     boffa[key] = index
+                     indice_buffer += [index]
+
+                     v = mdl_vert()
+                     v.co[0] =  co[0]
+                     v.co[1] =  co[2]
+                     v.co[2] = -co[1]
+                     v.norm[0] =  norm[0]
+                     v.norm[1] =  norm[2]
+                     v.norm[2] = -norm[1]
+                     v.uv[0] = uv[0]
+                     v.uv[1] = uv[1]
+                     v.colour[0] = colour[0]
+                     v.colour[1] = colour[1]
+                     v.colour[2] = colour[2]
+                     v.colour[3] = colour[3]
+                     vertex_buffer += [v]
+
+                     for i in range(3):
+                        sm.bbx[0][i] = min( sm.bbx[0][i], v.co[i] )
+                        sm.bbx[1][i] = max( sm.bbx[1][i], v.co[i] )
 
-         for tri in data.loop_triangles:
-            indice_buffer += [c_uint32(tri.vertices[_]) for _ in range(3)]
+                  sm.indice_count += 1
 
-         layers += [sm]
-         header.layer_count += 1
-         header.vertex_count += sm.vertex_count
-         header.indice_count += sm.indice_count
+            if sm.vertex_count == 0:
+               for j in range(2):
+                  for i in range(3):
+                     sm.bbx[j][i] = 0
 
+            submesh_buffer += [sm]
+            node.submesh_count += 1
+            header.submesh_count += 1
+            header.vertex_count += sm.vertex_count
+            header.indice_count += sm.indice_count
+
+         mesh_cache[obj.data.name] = node
+      node_buffer += [node]
+
+   # Write data arrays
+   #
+   print( "Writing data" )
+   fpos = sizeof(header)
+
+   header.node_offset = fpos
+   fpos += sizeof(mdl_node)*header.node_count
+
+   header.submesh_offset = fpos
+   fpos += sizeof(mdl_submesh)*header.submesh_count
+
+   header.material_offset = fpos
+   fpos += sizeof(mdl_material)*header.material_count
+
+   header.entdata_offset = fpos
+   fpos += entdata_length
+
+   header.vertex_offset = fpos
+   fpos += sizeof(mdl_vert)*header.vertex_count
+
+   header.indice_offset = fpos
+   fpos += sizeof(c_uint32)*header.indice_count
+
+   header.strings_offset = fpos
+   fpos += len(strings_buffer)
+
+   header.file_length = fpos
+
+   fp = open(F"/home/harry/Documents/carve/models/{name}.mdl", "wb")
    fp.write( bytearray( header ) )
-   for l in layers:
-      fp.write( bytearray(l) )
+   
+   for node in node_buffer:
+      fp.write( bytearray(node) )
+   for sm in submesh_buffer:
+      fp.write( bytearray(sm) )
+   for mat in material_buffer:
+      fp.write( bytearray(mat) )
+   for ed in entdata_buffer:
+      fp.write( bytearray(ed) )
    for v in vertex_buffer:
       fp.write( bytearray(v) )
    for i in indice_buffer:
       fp.write( bytearray(i) )
-
+   fp.write( strings_buffer )
    fp.close()
 
-write_model( "test" )
-write_model( "free_dev" )
-write_model( "char_dev" )
-write_model( "skydome" )
-write_model( "cement_r1" )
+   print( F"Completed {name}.mdl" )
+
+# Clicky clicky GUI
+# ------------------------------------------------------------------------------
+
+cv_view_draw_handler = None
+cv_view_shader = gpu.shader.from_builtin('3D_SMOOTH_COLOR')
+
+def cv_draw():
+   global cv_view_shader
+   cv_view_shader.bind()
+   gpu.state.depth_mask_set(False)
+   gpu.state.line_width_set(2.0)
+   gpu.state.face_culling_set('BACK')
+   gpu.state.depth_test_set('LESS')
+   gpu.state.blend_set('NONE')
+
+   verts = []
+   colours = []
+
+   #def drawbezier(p0,h0,p1,h1,c0,c1):
+   #   nonlocal verts, colours
+
+   #   verts += [p0]
+   #   verts += [h0]
+   #   colours += [(0.5,0.5,0.5,1.0),(0.5,0.5,0.5,1)]
+   #   verts += [p1]
+   #   verts += [h1]
+   #   colours += [(1.0,1.0,1,1),(1,1,1,1)]
+   #   
+   #   last = p0
+   #   for i in range(10):
+   #      t = (i+1)/10
+   #      a0 = 1-t
+
+   #      tt = t*t
+   #      ttt = tt*t
+   #      p=ttt*p1+(3*tt-3*ttt)*h1+(3*ttt-6*tt+3*t)*h0+(3*tt-ttt-3*t+1)*p0
+   #      verts += [(last[0],last[1],last[2])]
+   #      verts += [(p[0],p[1],p[2])]
+   #      colours += [c0*a0+c1*(1-a0),c0*a0+c1*(1-a0)]
+   #      last = p
+
+   course_count = 0
+
+   def drawbhandle(obj, direction, colour):
+      nonlocal verts, colours
+      p0 = obj.location
+      h0 = obj.matrix_world @ Vector((0,direction,0))
+      verts += [p0]
+      verts += [h0]
+      colours += [colour,colour]
+
+   def drawbezier(p0,h0,p1,h1,c0,c1):
+      nonlocal verts, colours
+
+      last = p0
+      for i in range(10):
+         t = (i+1)/10
+         a0 = 1-t
+
+         tt = t*t
+         ttt = tt*t
+         p=ttt*p1+(3*tt-3*ttt)*h1+(3*ttt-6*tt+3*t)*h0+(3*tt-ttt-3*t+1)*p0
+         verts += [(last[0],last[1],last[2])]
+         verts += [(p[0],p[1],p[2])]
+         colours += [c0*a0+c1*(1-a0),c0*a0+c1*(1-a0)]
+         last = p
+
+   def drawsbpath(o0,o1,c0,c1,s0,s1):
+      nonlocal course_count
+      
+      offs = ((course_count % 2)*2-1) * course_count * 0.02
+
+      p0 = o0.matrix_world @ Vector((offs,  0,0))
+      h0 = o0.matrix_world @ Vector((offs, s0,0))
+      p1 = o1.matrix_world @ Vector((offs,  0,0))
+      h1 = o1.matrix_world @ Vector((offs,-s1,0))
+      drawbezier(p0,h0,p1,h1,c0,c1)
+
+   def drawbpath(o0,o1,c0,c1):
+      drawsbpath(o0,o1,c0,c1,1.0,1.0)
+
+   def drawbline(p0,p1,c0,c1):
+      nonlocal verts, colours
+      verts += [p0,p1]
+      colours += [c0,c1]
+
+   for obj in bpy.context.collection.objects:
+
+      if obj.cv_data.classtype == 'k_classtype_gate':
+         if obj.type == 'MESH':
+            dims = obj.data.cv_data.v0
+         else:
+            dims = obj.cv_data.v0
+
+         vs = [None]*9
+         c = Vector((0,0,dims[2]))
+
+         vs[0] = obj.matrix_world @ Vector((-dims[0],0.0,-dims[1]+dims[2]))
+         vs[1] = obj.matrix_world @ Vector((-dims[0],0.0, dims[1]+dims[2]))
+         vs[2] = obj.matrix_world @ Vector(( dims[0],0.0, dims[1]+dims[2]))
+         vs[3] = obj.matrix_world @ Vector(( dims[0],0.0,-dims[1]+dims[2]))
+         vs[4] = obj.matrix_world @ (c+Vector((-1,0,-2)))
+         vs[5] = obj.matrix_world @ (c+Vector((-1,0, 2)))
+         vs[6] = obj.matrix_world @ (c+Vector(( 1,0, 2)))
+         vs[7] = obj.matrix_world @ (c+Vector((-1,0, 0)))
+         vs[8] = obj.matrix_world @ (c+Vector(( 1,0, 0)))
+
+         indices = [(0,1),(1,2),(2,3),(3,0),(4,5),(5,6),(7,8)]
+
+         for l in indices:
+            v0 = vs[l[0]]
+            v1 = vs[l[1]]
+            verts += [(v0[0],v0[1],v0[2])]
+            verts += [(v1[0],v1[1],v1[2])]
+            colours += [(1,1,0,1),(1,1,0,1)]
+
+         sw = (0.4,0.4,0.4,0.2)
+         if obj.cv_data.target != None:
+            drawbline( obj.location, obj.cv_data.target.location, sw,sw )
+
+      elif obj.cv_data.classtype == 'k_classtype_route_node':
+         sw = Vector((0.4,0.4,0.4,0.2))
+         sw2 = Vector((1.5,0.2,0.2,0.0))
+         if obj.cv_data.target != None:
+            drawbpath( obj, obj.cv_data.target, sw, sw )
+         if obj.cv_data.target1 != None:
+            drawbpath( obj, obj.cv_data.target1, sw, sw )
+
+         drawbhandle( obj,  1.0, (0.8,0.8,0.8,1.0) )
+         drawbhandle( obj, -1.0, (0.4,0.4,0.4,1.0) )
+
+         p1 = obj.location+ \
+               obj.matrix_world.to_quaternion() @ Vector((0,0,-6+1.5))
+         drawbline( obj.location, p1, sw,sw2 )
+
+
+      elif obj.cv_data.classtype == 'k_classtype_block':
+         a = obj.data.cv_data.v0
+         b = obj.data.cv_data.v1
+         
+         vs = [None]*8
+         vs[0] = obj.matrix_world @ Vector((a[0], a[1], a[2]))
+         vs[1] = obj.matrix_world @ Vector((a[0], b[1], a[2]))
+         vs[2] = obj.matrix_world @ Vector((b[0], b[1], a[2]))
+         vs[3] = obj.matrix_world @ Vector((b[0], a[1], a[2]))
+         vs[4] = obj.matrix_world @ Vector((a[0], a[1], b[2]))
+         vs[5] = obj.matrix_world @ Vector((a[0], b[1], b[2]))
+         vs[6] = obj.matrix_world @ Vector((b[0], b[1], b[2]))
+         vs[7] = obj.matrix_world @ Vector((b[0], a[1], b[2]))
+
+         indices = [(0,1),(1,2),(2,3),(3,0),(4,5),(5,6),(6,7),(7,4),\
+                    (0,4),(1,5),(2,6),(3,7)]
+
+         for l in indices:
+            v0 = vs[l[0]]
+            v1 = vs[l[1]]
+            verts += [(v0[0],v0[1],v0[2])]
+            verts += [(v1[0],v1[1],v1[2])]
+            colours += [(1,1,0,1),(1,1,0,1)]
+
+      elif obj.cv_data.classtype == 'k_classtype_capsule':
+         h = obj.data.cv_data.v0[0]
+         r = obj.data.cv_data.v0[1]
+
+         vs = [None]*10
+         vs[0] = obj.matrix_world @ Vector((0.0,0.0, h*0.5  ))
+         vs[1] = obj.matrix_world @ Vector((0.0,0.0,-h*0.5  ))
+         vs[2] = obj.matrix_world @ Vector((  r,0.0, h*0.5-r))
+         vs[3] = obj.matrix_world @ Vector(( -r,0.0, h*0.5-r))
+         vs[4] = obj.matrix_world @ Vector((  r,0.0,-h*0.5+r))
+         vs[5] = obj.matrix_world @ Vector(( -r,0.0,-h*0.5+r))
+         vs[6] = obj.matrix_world @ Vector((0.0, r , h*0.5-r))
+         vs[7] = obj.matrix_world @ Vector((0.0,-r , h*0.5-r))
+         vs[8] = obj.matrix_world @ Vector((0.0, r ,-h*0.5+r))
+         vs[9] = obj.matrix_world @ Vector((0.0,-r ,-h*0.5+r))
+
+         indices = [(0,1),(2,3),(4,5),(6,7),(8,9)]
+
+         for l in indices:
+            v0 = vs[l[0]]
+            v1 = vs[l[1]]
+            verts += [(v0[0],v0[1],v0[2])]
+            verts += [(v1[0],v1[1],v1[2])]
+            colours += [(0.5,1,0,1),(0.5,1,0,1)]
+
+      elif obj.cv_data.classtype == 'k_classtype_spawn':
+         vs = [None]*4
+         vs[0] = obj.matrix_world @ Vector((0,0,0))
+         vs[1] = obj.matrix_world @ Vector((0,2,0))
+         vs[2] = obj.matrix_world @ Vector((0.5,1,0))
+         vs[3] = obj.matrix_world @ Vector((-0.5,1,0))
+         indices = [(0,1),(1,2),(1,3)]
+         for l in indices:
+            v0 = vs[l[0]]
+            v1 = vs[l[1]]
+            verts += [(v0[0],v0[1],v0[2])]
+            verts += [(v1[0],v1[1],v1[2])]
+            colours += [(0,1,1,1),(0,1,1,1)]
+      
+      elif obj.cv_data.classtype == 'k_classtype_route':
+         vs = [None]*2
+         vs[0] = obj.location
+         vs[1] = obj.cv_data.target.location
+         indices = [(0,1)]
+         for l in indices:
+            v0 = vs[l[0]]
+            v1 = vs[l[1]]
+            verts += [(v0[0],v0[1],v0[2])]
+            verts += [(v1[0],v1[1],v1[2])]
+            colours += [(0,1,1,1),(0,1,1,1)]
+
+         stack = [None]*64
+         stack_i = [0]*64
+         stack[0] = obj.cv_data.target
+         si = 1
+         loop_complete = False
+
+         while si > 0:
+            if stack_i[si-1] == 2:
+               si -= 1
+               continue
+
+               if si == 0: # Loop failed to complete
+                  break
+
+            node = stack[si-1]
+
+            targets = [None,None]
+            targets[0] = node.cv_data.target
+
+            if node.cv_data.classtype == 'k_classtype_route_node':
+               targets[1] = node.cv_data.target1
+            
+            nextnode = targets[stack_i[si-1]]
+            stack_i[si-1] += 1
+
+            if nextnode != None: # branch
+               if nextnode == stack[0]: # Loop completed
+                  loop_complete = True
+                  break
+
+               valid=True
+               for sj in range(si):
+                  if stack[sj] == nextnode: # invalidated path
+                     valid=False
+                     break
+
+               if valid:
+                  stack_i[si] = 0
+                  stack[si] = nextnode
+                  si += 1
+                  continue
+
+         if loop_complete:
+            cc = Vector((obj.cv_data.colour[0],\
+                         obj.cv_data.colour[1],\
+                         obj.cv_data.colour[2],\
+                         1.0))
+
+            for sj in range(si):
+               sk = (sj+1)%si
+
+               if stack[sj].cv_data.classtype == 'k_classtype_gate' and \
+                  stack[sk].cv_data.classtype == 'k_classtype_gate':
+                  dist = (stack[sj].location-stack[sk].location).magnitude
+                  drawsbpath( stack[sj], stack[sk], cc*0.4, cc, dist, dist )
+
+               else:
+                  drawbpath( stack[sj], stack[sk], cc, cc )
+
+            course_count += 1
+
+      elif obj.cv_data.classtype == 'k_classtype_car_path':
+         v0 = obj.matrix_world.to_quaternion() @ Vector((0,1,0))
+         c0 = Vector((v0.x*0.5+0.5, v0.y*0.5+0.5, 0.0, 1.0))
+         drawbhandle( obj, 1.0, (0.9,0.9,0.9,1.0) )
+
+         if obj.cv_data.target != None:
+            v1 = obj.cv_data.target.matrix_world.to_quaternion()@Vector((0,1,0))
+            c1 = Vector((v1.x*0.5+0.5, v1.y*0.5+0.5, 0.0, 1.0))
+
+            drawbhandle( obj.cv_data.target, -1.0, (0.5,0.5,0.5,1.0) )
+            drawbpath( obj, obj.cv_data.target, c0, c1 )
+
+         if obj.cv_data.target1 != None:
+            v1 = obj.cv_data.target1.matrix_world.to_quaternion()@Vector((0,1,0))
+            c1 = Vector((v1.x*0.5+0.5, v1.y*0.5+0.5, 0.0, 1.0))
+
+            drawbhandle( obj.cv_data.target1, -1.0, (0.5,0.5,0.5,1.0) )
+            drawbpath( obj, obj.cv_data.target1, c0, c1 )
+
+   lines = batch_for_shader(\
+         cv_view_shader, 'LINES', \
+         { "pos":verts, "color":colours })
+
+   lines.draw( cv_view_shader )
+
+def cv_poll_target(scene, obj):
+   if obj == bpy.context.active_object:
+      return False
+   if obj.cv_data.classtype == 'k_classtype_none':
+      return False
+   return True
+
+class CV_MESH_SETTINGS(bpy.types.PropertyGroup):
+   v0: bpy.props.FloatVectorProperty(name="v0",size=3)
+   v1: bpy.props.FloatVectorProperty(name="v1",size=3)
+   v2: bpy.props.FloatVectorProperty(name="v2",size=3)
+   v3: bpy.props.FloatVectorProperty(name="v3",size=3)
+
+class CV_OBJ_SETTINGS(bpy.types.PropertyGroup):
+   uid: bpy.props.IntProperty( name="" )
+
+   target: bpy.props.PointerProperty( type=bpy.types.Object, name="target", \
+         poll=cv_poll_target )
+   target1: bpy.props.PointerProperty( type=bpy.types.Object, name="target1", \
+         poll=cv_poll_target )
+
+   colour: bpy.props.FloatVectorProperty(name="colour",subtype='COLOR',\
+                                         min=0.0,max=1.0)
+
+   classtype: bpy.props.EnumProperty(
+      name="Format", 
+      items = [
+      ('k_classtype_none', "k_classtype_none", "", 0),
+      ('k_classtype_gate', "k_classtype_gate", "", 1),
+      ('k_classtype_block', "k_classtype_block", "", 2),
+      ('k_classtype_spawn', "k_classtype_spawn", "", 3),
+      ('k_classtype_water', "k_classtype_water", "", 4),
+      ('k_classtype_car_path', "k_classtype_car_path", "", 5),
+      ('k_classtype_capsule', "k_classtype_capsule", "", 7 ),
+      ('k_classtype_route_node', "k_classtype_route_node", "", 8 ),
+      ('k_classtype_route', "k_classtype_route", "", 9 )
+      ])
+
+class CV_OBJ_PANEL(bpy.types.Panel):
+   bl_label="Entity Config"
+   bl_idname="SCENE_PT_cv_entity"
+   bl_space_type='PROPERTIES'
+   bl_region_type='WINDOW'
+   bl_context="object"
+   
+   def draw(_,context):
+      active_object = bpy.context.active_object
+      if active_object == None: return
+      _.layout.prop( active_object.cv_data, "classtype" )
+
+      if active_object.cv_data.classtype == 'k_classtype_gate':
+         _.layout.prop( active_object.cv_data, "target" )
+
+         mesh = active_object.data
+         _.layout.label( text=F"(i) Data is stored in {mesh.name}" )
+         _.layout.prop( mesh.cv_data, "v0" )
+
+      elif active_object.cv_data.classtype == 'k_classtype_car_path' or \
+           active_object.cv_data.classtype == 'k_classtype_route_node':
+         _.layout.prop( active_object.cv_data, "target" )
+         _.layout.prop( active_object.cv_data, "target1" )
+
+      elif active_object.cv_data.classtype == 'k_classtype_route':
+         _.layout.prop( active_object.cv_data, "target" )
+         _.layout.prop( active_object.cv_data, "colour" )
+
+      elif active_object.cv_data.classtype == 'k_classtype_block':
+         mesh = active_object.data
+
+         _.layout.label( text=F"(i) Data is stored in {mesh.name}" )
+         _.layout.prop( mesh.cv_data, "v0" )
+         _.layout.prop( mesh.cv_data, "v1" )
+         _.layout.prop( mesh.cv_data, "v2" )
+         _.layout.prop( mesh.cv_data, "v3" )
+      elif active_object.cv_data.classtype == 'k_classtype_capsule':
+         mesh = active_object.data
+         _.layout.label( text=F"(i) Data is stored in {mesh.name}" )
+         _.layout.prop( mesh.cv_data, "v0" )
+
+class CV_INTERFACE(bpy.types.Panel):
+   bl_idname = "VIEW3D_PT_carve"
+   bl_label = "Carve"
+   bl_space_type = 'VIEW_3D'
+   bl_region_type = 'UI'
+   bl_category = "Carve"
+
+   def draw(_, context):
+      layout = _.layout
+      layout.operator( "carve.compile_all" )
+
+def test_compile():
+   for col in bpy.data.collections["export"].children:
+      write_model( col.name )
+
+class CV_COMPILE(bpy.types.Operator):
+   bl_idname="carve.compile_all"
+   bl_label="Compile All"
+
+   def execute(_,context):
+      test_compile()
+      #cProfile.runctx("test_compile()",globals(),locals(),sort=1)
+      #for col in bpy.data.collections["export"].children:
+      #   write_model( col.name )
+
+      return {'FINISHED'}
+
+classes = [CV_OBJ_SETTINGS,CV_OBJ_PANEL,CV_COMPILE,CV_INTERFACE,\
+           CV_MESH_SETTINGS]
+
+def register():
+   global cv_view_draw_handler
+
+   for c in classes:
+      bpy.utils.register_class(c)
+
+   bpy.types.Object.cv_data = bpy.props.PointerProperty(type=CV_OBJ_SETTINGS)
+   bpy.types.Mesh.cv_data = bpy.props.PointerProperty(type=CV_MESH_SETTINGS)
+
+   cv_view_draw_handler = bpy.types.SpaceView3D.draw_handler_add(\
+      cv_draw,(),'WINDOW','POST_VIEW')
+
+def unregister():
+   global cv_view_draw_handler
+
+   for c in classes:
+      bpy.utils.unregister_class(c)
+
+   bpy.types.SpaceView3D.draw_handler_remove(cv_view_draw_handler,'WINDOW')